Author
Topic: Mess with bones orientation (Read 107 times)

As seen in the picture below Leyeaim and Reyeaim of custom skeleton are rotated at 100-110 degrees relatively eyecontrol bone.

Thus eyecontrol works wrong.

Few facts:

- custom model is facing to X+ in Blender;- after this 'roll' values for every bone was changed from '90' to '0' (not sure about needs of this changes);- bones orientation on custom model (which was maked in Blender) and on vanilla model (which was maked in Maya AFAIK) are different.

I think there is no need to roll (or change transform orientation) any single bone in Blender. Just create armature, then use "Child of" etc to rotate it along X+.

Another problem is:

During the transition from initial anim to a walk anim ('testmodel name' -> 'testanim walk') the custom model 'falls' through the floor. On the original model this transition occurs smoothly (linearly) in this case (pic.1).

Looks like the 'origin' bone has an offset in walk anim, but it's not (pic.2).

/* 29 ============================================================================= 30 31 MODEL TESTING 32 33 Model viewing can begin with either "testmodel <modelname>" 34 35 The names must be the full pathname after the basedir, like 36 "models/weapons/v_launch/tris.md3" or "players/male/tris.md3" 37 38 Extension will default to ".ase" if not specified. 39 40 Testmodel will create a fake entity 100 units in front of the current view 41 position, directly facing the viewer. It will remain immobile, so you can 42 move around it to view it from different angles. 43 44 g_testModelRotate 45 g_testModelAnimate 46 g_testModelBlend 47 48 ============================================================================= 49 */